Prey
peter.tron May 24, 2017 @ 2:14pm
neuromod question
i was watching a bloke called 'ChristopherOdd' do his youtube walkthrough of this game, and i noticed certain doors/safes requiring codes/keycards, not to mention various obstacles requiring 'leverage' neuromods to move past.

i saw him upgrade to move some large cases, but is that always necessary?

are there keycards for all doors/safes, or is the game trying to tell you to upgrade to 'hacking' for some of them?

i only ask, as i have deus ex, and many people have mentioned this games' similar mechanics in the same breath.
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Showing 1-15 of 17 comments
Keaton Fox May 24, 2017 @ 2:22pm 
I have also been watching this person's Let's Play of Prey. Leverage is the skill used for moving heavier and larger objects. It's not necessary as you could use a recycler grenade to make those big objects disappear. You could also abuse the physics by picking up whatever big item you can and rubbing it against the 'leverage' objects. It causes some weird physics to happen where the big objects moves around in place. Enough time and practice with that and the bigger objects will move. Besides, moving 'leverage' objects is usually just for shortcuts, alternate routes, and loot staches. They aren't mandatory. Levereage can also be used to force open unpowered doors. Or they can be opened by restoring power to the door nearby. Also picking up larger objects allows you to throw them at enemies from some decent easy damage.

Some keypads and computers have an error on their screen and the only way they can be used is by hacking them. Of course they aren't mandatory to get into and only serve as loot staches or ease of access. I don't think doors with keycards can be hacked. Only doors with keypads.
Last edited by Keaton Fox; May 24, 2017 @ 2:24pm
Woudo May 24, 2017 @ 2:30pm 
Originally posted by peter.tron:
are there keycards for all doors/safes.

No.

Some places, safes or terminals will require hacking or repair to access.
The mimic typhon ability is required for three areas.
Leveraging open unpowered doors is not required to access any area.

The game is completeable without powerups, so you will never be unable to progress due to your neuromod choices.
J4MESOX4D May 24, 2017 @ 2:43pm 
Originally posted by peter.tron:
i saw him upgrade to move some large cases, but is that always necessary?

are there keycards for all doors/safes, or is the game trying to tell you to upgrade to 'hacking' for some of them?
The Neuromod aspect is a very clever implementation that gives you some tough choices along the way.

Sometimes you'll come across a blocked door and require Leverage III to remove the barricade but you may not want to upgrade that and invest in another power instead at that time. You may have to miss out on finding out what's in the room, you may also decide to come back later if you do eventually upgrade or you could even discover an alternate way of getting in.

There are so many upgrades available in the classes that you wont get to try them all but you don't always have to rely on powers as you may stumble on the keycode or password in the end. Backtracking, searching and upgrading are all very interesting aspects of this game and whist you can go through without getting any powers; Neuromods really add something to the experience.
Morgian May 24, 2017 @ 5:00pm 
You cannot hack doors that require a keycard, only those with a code (broken ones require hacking). If a door requires a card, it is also on the station, but you may not be able to get it immediately. Safes and doors with broken codetabs require hacking to get into, but they are optional and not story relevant.
As with Deus Ex, there are often several ways to get into locked areas. Pushing open unpowered doors (rarely needed), finding maintenance hatches, crossbowing release buttons, telekinesis, morphing into small objects, building stairs out of gloo, hacking and others are all possibilities.
Darren May 25, 2017 @ 4:59am 
Originally posted by J4MESOX4D:
Originally posted by peter.tron:
i saw him upgrade to move some large cases, but is that always necessary?

are there keycards for all doors/safes, or is the game trying to tell you to upgrade to 'hacking' for some of them?
The Neuromod aspect is a very clever implementation that gives you some tough choices along the way.

Sometimes you'll come across a blocked door and require Leverage III to remove the barricade but you may not want to upgrade that and invest in another power instead at that time. You may have to miss out on finding out what's in the room, you may also decide to come back later if you do eventually upgrade or you could even discover an alternate way of getting in.

There are so many upgrades available in the classes that you wont get to try them all but you don't always have to rely on powers as you may stumble on the keycode or password in the end. Backtracking, searching and upgrading are all very interesting aspects of this game and whist you can go through without getting any powers; Neuromods really add something to the experience.

If it's just a barricade throw a recycler grenade. Only unpowered doors are actually an obstacle and almost all of those can be repowered (that I have found so far).
matthew May 25, 2017 @ 5:10am 
haven't got leverage 3, and so far, it seems totally unneeded. as there ways around it. (recycler grenade, or abusing the physics. I do have leverage 1, it does help a little, like moving objects of a certain size to a place where you can clump up a lot of objects together and throw a recycleer grenade.

human resources, will become acessable after a while, or you can use a mimic abilty to access it from the other side.

So plenty of options. but to me, leverage 2 and 3 seems to be pointless. (1 is ok to have, but even that is hit and miss depending on the situation.
peter.tron May 26, 2017 @ 4:13pm 
this looks like a bloody fun game!

i could be spoiling it for myself by watching the youtube walkthrough, but eventually buying it on sale and playing it myself will by far more rewarding.

there have been tons of moments in the walkthrough where i found myself saying "i'm sure there are probably better ways of surmounting this problem etc."
i can't wait to try out my own approaches/ideas.
devoiden May 27, 2017 @ 4:49am 
I never upgraded leverage, I found that I could get through to all places I needed simply by using an explosive canister near the obstacle. Later in the game you can use a recycler charge, or the Typhon knockback skill to clear objects from doorways. Not sure about the hacking though, but there is usually multiple paths you can take to get into rooms.
Reaper One May 27, 2017 @ 4:43pm 
Haha, I also watch this Youtuber's series and yea he does upgrade stuff that isn't really necessary. I got Leverage 1 early on and now I use Kinetic Blast to knock any obstacles out of the way no matter their size/skill with complete ease. I'm also a big fan of using the Typhon abilities like Kinetic Blast III and Superthermal III and I like using Psychoshock III for damage and most of all as a utility for disabling/shutting down the enemy's powers for 20 seconds :) But the players who always use the weapons the most will probably get more Leverage if they didn't want to use/make recycler charges or take the time to bump/throw boxes, etc. to clear a path.
peter.tron May 28, 2017 @ 7:43am 
Originally posted by dave_0195:
I also watch this Youtuber's series and yea he does upgrade stuff that isn't really necessary.

exactly ;)

i felt this was wrong, as it made the game look rather 'linear', in the sense of progression.
"oh, there's a blocked wall, the only way to get past is to upgrade my neuromods"

can anyone recommend any other channels, where people are exploiting these different approaches, and not relying on neurormods to get past?
Daliena May 28, 2017 @ 7:59am 
Originally posted by peter.tron:
Originally posted by dave_0195:
I also watch this Youtuber's series and yea he does upgrade stuff that isn't really necessary.

exactly ;)

i felt this was wrong, as it made the game look rather 'linear', in the sense of progression.
"oh, there's a blocked wall, the only way to get past is to upgrade my neuromods"

can anyone recommend any other channels, where people are exploiting these different approaches, and not relying on neurormods to get past?

Typically you'll need at least some neuromod, but there are options for which one you use. Hacking, mimesis, leverage, repair, all of these can open paths and sometimes the same room can be accessed by more than one of them.

Though sometimes you can also do wonders by just making creative use of the GLOO cannon.
matthew May 28, 2017 @ 8:10am 
well instead of leverage 3, just have some recycler grenades handy. They work wonders on dealing with stuff you can't move.
BOT May 28, 2017 @ 9:35am 
Proof that this game is completable without ever using a neuromod is the fact that the "No Needles" Achievement exists.
Coldhands May 28, 2017 @ 9:51am 
Upgrading Leverage makes it quicker and easier to get into rooms blocked by heavy objects, but it isn't required for that. The thing high Leverage gets you is the ability to throw objects really hard and do a bunch of damage to enemies without expending any resources. It's handy, but by no means critical.

Hacking is only required to get into a few safes that have keypad errors, and to hack turrets and operators. Being able to hack operators and make them fight for you is real handy, and turrets will attack you if you install more than two alien neuromods, so hacking them can be very useful too. Again though, not critical.

And you can basically say this about all the neuromods. They're all handy, and they all open up new options and make certain things easier, but none of them are required. Prey's real good that way.
Coin May 28, 2017 @ 1:54pm 
Never got leverage, you can get almost everything even without it, if it's something you can lift, most of the time it can also be recycled. I can remember only one exception. Hacking and repair on the other hand came in handy.
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Date Posted: May 24, 2017 @ 2:14pm
Posts: 17